/*
 * Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 * All rights reserved.
 *
 * This file is part of Harmattan SmashMiner OpenGL game application.
 * 
 * Harmattan SmashMiner OpenGL Example Application version 1.0.0
 *  
 * Latest update: 15.4.2011
 *
 * The Harmattan SmashMiner OpenGL example application demonstrates how to use 
 * the OpenGL ES in Harmattan devices.
 *
 * This example is provided as a starting point for 3rd party
 * developers (you) to ease the implementation of OpenGL based 
 * games. Ideas, parts of code or methodologies that this
 * example application uses can be freely used without restrictions.
 *
 * See file README.txt how to build and compile this example application
 * in the Harmattan SDK environment. 
 * 
 * See file INSTALL.txt to find out what is required to run this
 * application and how to install the application to the device or
 * alternatively in QEMU-emulator.
 *
 * The LICENSE.txt file explains the license this software is provided
 * with. A copy of the same license is included in this source file.
 * 
 */

/*
 * Copyright (C) 2011 by Nokia Corporation.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#ifndef TIMERMANAGER_H
#define TIMERMANAGER_H

#include <QObject>
#include <QVector>

#include <QGLWidget>    // just for GLfloat...

#include "gametimer.h"

class HyperJumpEffectData;
class BombEffectData;

class TimerManager : public QObject
{
    Q_OBJECT

private:

    explicit TimerManager(QObject *parent = 0);

public:

    ~TimerManager();

    static TimerManager * getInstance();

    void startGameTimer(GameTimer::TimerType, int startTime = 0);
    void stopGameTimer(GameTimer::TimerType);

    void updateTimers(int timeStep);

    bool isActive(GameTimer::TimerType);

    bool isFirstQuarterTime(GameTimer::TimerType);
    bool isHalfTime(GameTimer::TimerType);
    bool isLastQuarterTime(GameTimer::TimerType);
    bool isFullTime(GameTimer::TimerType);

    int time(GameTimer::TimerType);
    int timerLength(GameTimer::TimerType);

    GLfloat timeRel(GameTimer::TimerType);

    void resetTimers();
    void cleanData();

public:

    static HyperJumpEffectData *hyperJumpOutData;
    static HyperJumpEffectData *hyperJumpInData;

    static BombEffectData *bombEffectData;

private:

    static TimerManager *instance;

    // NOTE : the GetReady time must match to the
    // blankTime and milliseconds values as defined
    // in GameWidget::GLes2PaintTextureGetReady().
    enum { GetReadyCount = 4000 };

    // NOTE : the GetReady time must match
    // to the blankTime value as defined in
    // GameWidget::GLes2PaintTextureNewLevel().
    enum { LevelChangingCount = 4000 };

    // NOTE : the PlayerCrashed time should be more than
    // particle (explosion) effect lifecycle.
    enum { PlayerCrashedCount = 2000 };

    enum { GameOverCount = 5000 };

    enum { ShipModeCount = 500 };

    enum { HyperJumpCount = 2000 };

    enum { BombEffectCount = 1000 };

    QVector<GameTimer*> timers;

};

#endif // TIMERMANAGER_H
